[MOD] Racial Laser Variants (Beta 0.93)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Version Beta 2 released.
You should revert to a save before installing Beta 1.
Mod unchanged. No need to reinstall it.
Scripts seem to be stable now.
Ships, factories, and equipment docks initialise properly.
Greatly reduced CPU load after initial installation is completed.
Equipment docks carry not only their own weapons but also those (of the same base type) produced by friendly races.
Their factories have to be within 6 sectors.
The player can be a friendly race.
You should revert to a save before installing Beta 1.
Mod unchanged. No need to reinstall it.
Scripts seem to be stable now.
Ships, factories, and equipment docks initialise properly.
Greatly reduced CPU load after initial installation is completed.
Equipment docks carry not only their own weapons but also those (of the same base type) produced by friendly races.
Their factories have to be within 6 sectors.
The player can be a friendly race.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Ok I cant figure it out. I installed this exactly as described but I can no longer see any of my installed ship extensions in any of my ships. The only way to fix this is to copy/paste a backup of my t and scripts folders then reload the game but when I reload a save after doing that it reverts back to having no visiblt extensions. Also EQ docks dont have any for sale either.
EDIT: Nm I fixed it. Seems I uninstalled it wrong.
EDIT: Nm I fixed it. Seems I uninstalled it wrong.
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Version Beta 5 released.
More information on the AL Plugin tab.
If an ED trades a laser that requires ammunition, it can trade the ammunition as well.
Further CPU load optimisation.
Auto update and improved handling of installation / version upgrades.
Looks very stable so far.
It should be possible to "just" upgrade from Beta 2. Maybe a 95 % chance. =)
More information on the AL Plugin tab.
If an ED trades a laser that requires ammunition, it can trade the ammunition as well.
Further CPU load optimisation.
Auto update and improved handling of installation / version upgrades.
Looks very stable so far.
It should be possible to "just" upgrade from Beta 2. Maybe a 95 % chance. =)
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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- Joined: Mon, 9. Jul 07, 23:33
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Version Beta 6 released.
Mod unchanged.
The Beta 5 laser conversion left some ships with ghost lasers that were installed in laser banks and working - but did not exist in the cargo bay.
This is fixed for new ships but already converted ships get to keep them.
Mod unchanged.
The Beta 5 laser conversion left some ships with ghost lasers that were installed in laser banks and working - but did not exist in the cargo bay.
This is fixed for new ships but already converted ships get to keep them.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Hey there Gazz, I allready use some of your great scripts (Stealth laser towers and MARS among others) and really enjoy them, so big thanks to you.
I was wondering though, if I could run the heavy laser part for cap ships (in a XTM game) without using the different racial lasers AL?
So that cap ships will use heavy versions of the standard (well standard in XTM) weapons.
The reason I ask is that I also use the Terracorp package (fighterbase commander and Taskforce) so I have lots of fighters, which I really dont wanna jump into each of them to equip racial lasers.
Or would it be better for me to try your (old) heavy laser mod?
Greetz Meros.
I was wondering though, if I could run the heavy laser part for cap ships (in a XTM game) without using the different racial lasers AL?
So that cap ships will use heavy versions of the standard (well standard in XTM) weapons.
The reason I ask is that I also use the Terracorp package (fighterbase commander and Taskforce) so I have lots of fighters, which I really dont wanna jump into each of them to equip racial lasers.
Or would it be better for me to try your (old) heavy laser mod?
Greetz Meros.
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Is that how you equip your fighters now? You can do that a lot quicker.Meros wrote:The reason I ask is that I also use the Terracorp package (fighterbase commander and Taskforce) so I have lots of fighters, which I really dont wanna jump into each of them to equip racial lasers.
Racial lasers aren't any more work to equip than bland ones since every laser is auto equipped if you transfer it from carrier to fighter.
If the fighters had lasers before, they still have lasers after.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Version Beta 8.5 released.
Equipment dock issue fixed.
Impossible? Sure.
Engine limitation? Right...
Mod should now work. Always.
It takes quite a while to setup all equipment docks.
The one in your current sector is always ignored so test another one. =)
Headquarters only tested briefly but should work.
[*] Equipment docks carry energy cells.
Now your M1 can refuel somewhere. What a novel concept...
[*] Pirate bases fixed.
[*] Equipment docks carry all shields and missiles produced by friendly races in the surrounding sectors.
If the last producing fab closes the existing stock is sold and the ware taken off the inventory.
I've always wondered why I can't buy 25MJ shields in Argon Prime when they are produced only 2 sectors away - even by an argon factory.
Don't they know about that?
The "economy" finally got a little more dynamic, reacting to what actually happens in the universe.
Equipment dock issue fixed.
Impossible? Sure.
Engine limitation? Right...
Mod should now work. Always.
It takes quite a while to setup all equipment docks.
The one in your current sector is always ignored so test another one. =)
Headquarters only tested briefly but should work.
[*] Equipment docks carry energy cells.
Now your M1 can refuel somewhere. What a novel concept...
[*] Pirate bases fixed.
[*] Equipment docks carry all shields and missiles produced by friendly races in the surrounding sectors.
If the last producing fab closes the existing stock is sold and the ware taken off the inventory.
I've always wondered why I can't buy 25MJ shields in Argon Prime when they are produced only 2 sectors away - even by an argon factory.
Don't they know about that?
The "economy" finally got a little more dynamic, reacting to what actually happens in the universe.
Last edited by Gazz on Wed, 27. Aug 08, 10:28, edited 1 time in total.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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I just installed your latest version of this script and my Orca, with you MARS
, does not seem to want to install Boron weapons (Boron AFlak/BPAC).
I loaded up some argon ones (APAC) and it worked like MARS usually does (only one gun at the time in each turret until there are any enemies around).
Mabey I missunderstod the first page but is this not compatible with MARS or does it actually mount weapons when enemies are in range?
Edit: Noticed right now that it says "Laser not avalible"

I loaded up some argon ones (APAC) and it worked like MARS usually does (only one gun at the time in each turret until there are any enemies around).
Mabey I missunderstod the first page but is this not compatible with MARS or does it actually mount weapons when enemies are in range?
Edit: Noticed right now that it says "Laser not avalible"
"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
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I went to Kingdom's End and uhh... stole the Ray there.
Of course it had only boron lasers.
MARS as well as the AI turret script did use and change weapons.
Doesn't matter which race they are from.
Of course it had only boron lasers.
MARS as well as the AI turret script did use and change weapons.
Doesn't matter which race they are from.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Erm, Gazz, can you please make this compatable with CmodII. I really like the "heavy" laser aspect (too bad you closed the other one down, that COULD have been compatable with CmodII!) I need more varients for my federation but im not willing to give up my CMODII!
P.S. IF theres any links for more weapons, lasers, ETC that are compatable with XTM and CMODII, post them here please. thanks.
P.S. IF theres any links for more weapons, lasers, ETC that are compatable with XTM and CMODII, post them here please. thanks.

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@Blackstar1989
This mod IS compatible. But the Data of CMODII will be overwritten by the RLM.
The only way would be that Gazz and ulfius would combine their work (I don't think they'll do because the goals of their projects are quite different). I personally think the only really cool things in Cmod II are the Laser effects (I just love the new look of the terran EMP's), the sounds and the higher FPS ratio.
All other things are better in Gazz's work in my opinion.
This mod IS compatible. But the Data of CMODII will be overwritten by the RLM.
The only way would be that Gazz and ulfius would combine their work (I don't think they'll do because the goals of their projects are quite different). I personally think the only really cool things in Cmod II are the Laser effects (I just love the new look of the terran EMP's), the sounds and the higher FPS ratio.
All other things are better in Gazz's work in my opinion.
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